Matthew Griffin
bb70b349ce
Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
...
#lockdown Nick.Penwarden
[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Ryan Vance
5a99e3fd31
Using the visible area mesh for this pass creates incorrect results.
...
[CL 2710239 by Ryan Vance in Main branch]
2015-09-29 17:33:50 -04:00
Marcus Wassmer
445543fd51
First pass at new RHITransitionResources API.
...
Rendertarget transitions are completed and validated on DX11 and PS4 RHI's.
[CL 2700116 by Marcus Wassmer in Main branch]
2015-09-21 20:07:00 -04:00
Ryan Vance
fec728074d
Custom HMD post process mesh implementation.
...
Instead of rendering a full screen quad for post process passes, render a mesh which represents only the screen area visible in the HMD after distortion.
This cuts the cost of post processing ~10-15% with no visible difference.
Initial implementation for the Vive.
[CL 2644327 by Ryan Vance in Main branch]
2015-08-04 19:33:26 -04:00
Marcus Wassmer
a5b94fbbc7
Fix first-frame corrupt 'white' rendering
...
#codereview Brian.Karis,Martin.Mittring
[CL 2626364 by Marcus Wassmer in Main branch]
2015-07-20 15:00:57 -04:00
Marcus Wassmer
11ff098ea0
Bind clear color to rendertargets at creation time.
...
#codereview Rolando.caloca
[CL 2615534 by Marcus Wassmer in Main branch]
2015-07-09 15:11:37 -04:00
Martin Mittring
3eec69cda7
changed all direct access to PassOutputs to GetInput() to allow internal restructuring
...
[CL 2611739 by Martin Mittring in Main branch]
2015-07-06 18:04:49 -04:00
Mike Fricker
114458bf0f
Clang warning fixes: Fixed missing 'override' specifiers
...
- Also removed some unreferenced functions that adding 'override' revealed
PR #1002 -- Thank you, Omar007!
[CL 2498415 by Mike Fricker in Main branch]
2015-04-01 07:20:55 -04:00
Ben Marsh
149375b14b
Update copyright notices to 2015.
...
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Rolando Caloca
d8a576970e
UE4 - Remove Color parameter on draw events (DEC_*)
...
[CL 2334566 by Rolando Caloca in Main branch]
2014-10-20 10:43:43 -04:00
Gil Gribb
598cbb659c
UE4 - allow draw events to work in parallel rendering, some flush tweaks
...
[CL 2293700 by Gil Gribb in Main branch]
2014-09-11 09:38:38 -04:00
Graeme Thornton
df9dbd5ae3
Continued in-editor mobile preview work
...
- Removed default shader platform parameter from GetGlobalShaderMap()
- Added an inline overload of GetGlobalShaderMap() that takes a feature level instead, and translates to the correct shader platform
- Cached feature level on FSceneView for faster access
- Cached shader map on FViewInfo for faster access
- Cached featurelevel/shadermap on rendering composition graph execution context, for faster access
Fixed a couple of crashes when switching feature level dynamically
- Needed to allow certain shader permutations to be generated if feature level was ES2, but still on a PC platform. (i.e. hitproxy shaders, and basepass shaders used by editor primitives system)
#codereview Nick.Penwarden
[CL 2275937 by Graeme Thornton in Main branch]
2014-08-28 06:22:54 -04:00
Mikolaj Sieluzycki
cfaf45ac58
Header cleanup: Engine module, public headers.
...
[CL 2265766 by Mikolaj Sieluzycki in Main branch]
2014-08-21 06:03:00 -04:00
Graeme Thornton
bcde0d05c2
Mobile Preview
...
* More removal of GRHIFeatureLevel and GRHIShaderPlatform
[CL 2262530 by Graeme Thornton in Main branch]
2014-08-19 10:41:34 -04:00
Gil Gribb
1d50eae0de
UE4 - rework RHI user-facing APIs to be safer and incorporate the desired sematics
...
[CL 2119499 by Gil Gribb in Main branch]
2014-06-27 11:07:13 -04:00
Gil Gribb
bc7c8cbca8
UE4 - more work preparing for parallel rendering. Merged the cmd list into the post process context, among other things.
...
[CL 2103040 by Gil Gribb in Main branch]
2014-06-12 07:13:34 -04:00
Gil Gribb
3de6028e86
UE4: Rearrange RHICmdList toward non-null cmd lists and the final "look"
...
[CL 2100216 by Gil Gribb in Main branch]
2014-06-10 07:29:49 -04:00
Gil Gribb
fa7226b8fe
UE4 - merge first pass at parallel rendering to main
...
[CL 2095959 by Gil Gribb in Main branch]
2014-06-05 16:38:54 -04:00
Joe Tidmarsh
c489d646df
#ttp 316639 - UE4: RENDERING: DrawDenormalizedQuad should reuse static index and vertexbuffer
...
#summary UV offsets are now correctly calculated. This was previously blocking shadow game
[CL 2039548 by Joe Tidmarsh in Main branch]
2014-04-23 17:26:59 -04:00
UnrealBot
db494a6e69
Engine source (Main branch up to CL 2037954)
2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78
Engine source (Main branch up to CL 2026164)
2014-03-14 14:13:41 -04:00